By the way, asking someone else for a key doesn’t make sense anymore. Since they linked keys to the accounts, getting a key won’t even work unless you own a QQ account at least 1 year old, and that you had used that specific account to request for that specific key.
Are you talking about the KKKK chain combo? I was trying it out in training mode and notice that the dummy was still blocking when I was mashing it and she basically moves back forward in position to do it again. I didn’t get a chance to see if someone would reversal out of it in a match since I can never find a connection in ranked. Since she automatically moves forward on a lot of her moves an easy fix would have the pushback greater or at least make the scissor kick part have longer recover on block, since the special version of that seems to have slower recovery.
It’s even 4 frames, actually. And XDZW has input delay as well I believe, but I’m not completely sure, so yeah there is no reason for it not to also work in Flipbucket, and I would really love it if they added it.
The optionselects would probably still be weaker than KOF though, since close C/D’s are generally a bit slower than in KOF.
ST also has 2 or 3 frame input delay on throw I believe?
From my very basic testing there’s 9 frames from button press to actual action. Given that the lowest possible frame delay one can achieve in a video game possible is 3 frames which is about the standard for most fighting games, XD has an additional 6 frames of input delay compared to another fighter. It’s possible that’s why the online feels as good as it does, similar to why TTT2’s online feels very good input wise even though it is delay based netcode, because there’s so much delay you can somewhat hide input delay with how much natural delay there’s already present in the game.
This kind of goes back to the first part of this post. I painstakingly hand counted all of Terry’s frame data (mostly because I just wanted to be more familiar with characters I play but in retrospect was a smart idea for comparison with KoF games like 98), and his frame data is not all that dissimilar to his 98 counterpart. cl.C, for example, is a 3 frame startup move (4 if you count frame data as the first active frame is the last startup frame), but it doesn’t feel that fast because you’re also feeling the additional 6 frames of natural input delay.
I see! Cool info. I know I counted Brazel’s framedata a long time ago, and his close C was 5 frames startup (6 if you count first active frame). I think I checked some other characters too and it seemed more along those lines. But I don’t remember, and there have been so many patches it may have actually changed by now.